varying vec3 texCoords;
uniform sampler2D tex;
void main()
{
    vec2 v = vec2(texCoords.x, texCoords.y);
    vec4 color = texture2D(tex,v);

    if (color.x > .8 && color.y > .8 && color.z > .8){
        color.a = 0.0;
    }
    color *= texCoords.z;
    if(color.a >.01)
        color.w = 1.0;


    gl_FragColor = color;
}
